Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Wednesday, July 8, 2026

BXDMG (WIP): Camping

In support of my continuing work towards a BX DMG, here's where my Camping rules stand. As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Camping

Establishing Camp

Establishing camp typically requires about 6 turns (1 hour). This includes finding a suitable campsite, unloading equipment, preparing sleeping areas, gathering fuel, building a fire if desired, tending to animals, and making any necessary preparations for the night. Larger groups, poor terrain, or elaborate camps may require additional time at the DM's discretion.

Campfires

Gathering firewood is a normal part of establishing camp. The table below lists the approximate amount of wood required to maintain a fire throughout an 8-hour night, along with the intervals at which it must be replenished.


Fire Tending Intervals, Weights, and Log Counts for an 8-Hour Night
(Calculated using standard dense camping logs weighing roughly 4 lbs. each)



* Much jungle wood is green and damp, making it harder to ignite and producing heavy smoke.
† Above the tree line, firewood is generally unavailable.
‡ Fires require carried fuel or rare sources such as scrub, deadwood, or animal dung.

  • Abundant: Enough fuel for any campfire can be gathered as part of establishing camp. 
  • Moderate: Enough fuel for a small or medium fire can normally be gathered; a large fire requires additional time or luck. 
  • Sparse: Enough fuel for only a small fire can normally be gathered. Medium or larger fires requires additional time (1d4+4 turns) spent searching for and/or carrying fuel. 
  • Very Sparse: Only scattered fuel is available. Gathering enough for even a small fire requires significant effort (+3d4 turns beyond time required for establishing camp), and success is not guaranteed (chance at DM’s discretion based on locale). 
  • None: No usable firewood is available unless it is carried or discovered by chance. 

Smoke from a campfire may be visible for miles during the day, while its glow can be seen at considerable distances after dark, especially across open terrain or from higher ground. Larger fires are easier to spot and more likely to attract unwanted attention. While some creatures avoid fire and light altogether, others may be drawn by its warmth, curiosity, or the scent of food. The DM should adjust Wandering Monster tables accordingly.

A fire should always be extinguished before breaking camp unless there is a reason to leave it burning. Dousing the fire with water or covering it with earth usually ensures it’s completely out, leaving only cooled ashes behind. A hastily abandoned firepit, scattered ashes, or discarded fuel may also reveal the party's recent presence to anyone passing through the area.

Watches 

A proper watch allows resting companions to recover while maintaining vigilance against danger. Typically, the night is divided into shifts as the party desires, ensuring at least one alert character remains awake at all times. Sleeping characters are generally unaware of approaching threats unless awakened. 

Sleeping & Rest

A long rest requires 8 hours. At least 6 of those hours must be sleeping. The remaining 2 hours can be spent on light activity like reading, talking, eating, or standing watch. A character can only benefit from one long rest in a 24-hour period. If interrupted before completion, the PC must start the rest over to benefit from it. 

Characters may sleep in armor, but doing so is uncomfortable and prevents proper rest. A character who sleeps in armor does not get the benefit of a restful sleep. (E.g., a cleric who sleeps in their armor will not be able to memorize spells until they get a full night of restful sleep.)

As long as a spellcaster gets their 6 hours of restful sleep and doesn’t exceed 2 hours on watch, they will successfully complete the long rest and recover all of their spell slots. A spellcaster’s long rest is automatically interrupted by the following conditions:

  • They participate in combat, even for a single round.
  • They take damage or fail a saving throw.
  • They move their equipment to or camp spot 5'+ feet or more.
  • They walk more than 30’.
  • They undertake a similar adventuring task.

Elven Meditative Trance (Optional): Elves do not sleep. Instead, they need to spend 4 hours a day in a deep, meditative trance. During this time, they achieve the same level of rest and mental renewal that a human gets from 6 hours of regular sleep. In this state, their eyes are closed and they are semiconscious, limiting any perception to sound and touch only.

Breaking Camp

Breaking camp typically requires 2–4 turns (20–40 minutes) to extinguish fires, pack equipment, strike tents, load mounts, and prepare to travel. It takes 1–2 additional turns for the party to cover up or remove signs of their stay (e.g., erasing tracks, dismantling firepits, scattering ashes, etc.) in order to make it more difficult for others to discover or follow them.

Thursday, July 2, 2026

BXDMG (WIP): Light & Vision

In support of my continuing work towards a BX DMG, here's where my Light & Vision rules stand. (BTW, you'll note a reference to Campfire rules. I'm still working on those, but should have them up here next week some time.) As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Light & Vision

Vision depends upon the amount of available light. Creatures relying on normal sight require illumination to see clearly. Darkness conceals hazards, obscures monsters, and limits exploration. Managing light is therefore one of the most important aspects of dungeon adventuring.

Every location falls into one of four light levels.

  • Bright light allows creatures with normal vision to see clearly. Color, movement, writing, tracks, and fine details are readily visible. Examples of bright light include: daylight, sunlit rooms, a magical light spell, within a few feet of a campfire, close to a lantern.
  • Low light provides enough illumination for ordinary travel but not for careful observation. In low light, characters can walk safely, recognize creatures, fight normally, and navigate familiar terrain. However, in low light, small details become difficult to notice. Examples of low light include: twilight, the light of a full moon, the outer edge of torchlight, or a large chamber faintly illuminated by distant fires. The DM may, at their own discretion, require extra time, appropriate ability checks, and/or modifiers in order to notice hidden details.
  • Dim light barely illuminates the surroundings. In dim light, characters can usually distinguish walls, doorways, large objects, movement, and silhouettes, but cannot reliably distinguish facial features, colors, writing, hidden doors, fine mechanisms, tracks. Under such conditions, the DM should only describe uncertain shapes rather than precise details (e.g., “Something crouches beside the pillar,” rather than “an orc stands beside the pillar.”) 
  • Darkness provide no useful vision whatsoever. In darknesss, creatures relying on normal sight are effectively blind. They cannot read, search, identify creatures, fight accurately, or detect most hazards visually. Other senses function normally.


Typical Light Sources

Light Source

Bright

Low

Dim

Duration

candle

5'

10'

15'

6 turns (1 hour)

torch

15'

30'

45'

6 turns (1 hour)

hooded lantern

20'

40'

60'

24 turns/4 hours (1 flash of oil)

bullseye lantern*

30'

60'

90'

24 turns/4 hours (1 flash of oil)

campfire, small

20'

40'

60'

See “Campfires" (p.00).

campfire, medium

30'

60'

80'

See “Campfires" (p.00).

campfire, large

40'

80'

120'

See “Campfires" (p.00).

*A bullseye lantern illuminates only its forward cone. It typically has a fixed convex lens and a static internal mirror that shines line in an arc of approximately 45°.


Special Lighting Conditions

LIGHT OVERLAPS: When multiple light sources overlap, use the brightest available illumination. Natural lighting does not “stack” to create brighter light. Several torches do not double their radius, but they may eliminate shadows or illuminate a larger area.

BLOCKING LIGHT: Light does not pass through closed doors, solid walls, heavy curtains, thick fog, or dense smoke. Corners cast shadows. A single torch rarely illuminates an entire dungeon chamber.

CONCEALING LIGHT: Light advertises a party's presence. In dark underground passages, a torch or lantern may be visible from hundreds of feet away down a straight corridor. Monsters often notice the light before they hear approaching adventurers.

CARRYING LIGHT: A character carrying a light source usually occupies one hand. The may prevent the use of two-handed weapons, bows, and shields (if the shield hand carries the light). Lanterns may be hung, placed on the ground, or set upon furniture when circumstances allow.

EXTINGUISHING LIGHT: Light sources may be extinguished by circumstances such as a strong wind, deep water, deliberate action, lack of fuel, or magical darkness. Relighting a torch or lantern generally requires one combat round if suitable flame is available.


Extraordinary Vision

While infravision is a standard extraordinary form of vision in the game, some campaigns may feature additional forms of sight. These optional abilities may be assigned to monsters, player ancestries, or magical effects at the DM’s discretion. Unless otherwise noted, these abilities function only to their listed range.

Infravision

Infravision allows a creature to perceive differences in heat rather than visible light. Warm-blooded creatures, recently disturbed objects, open flames, and lingering heat sources appear as varying intensities of brightness against cooler surroundings. Infravision functions best in complete darkness and becomes increasingly unreliable in brightly illuminated areas or near powerful heat sources such as large fires, lava, or furnaces. 

Infravision cannot normally see through solid objects, detect hidden doors solely by sight, read writing, distinguish colors, or recognize paintings or heraldry. It merely reveals heat patterns rather than visible detail.

Heat Interference: Infravision functions by detecting heat rather than visible light. Nearby heat sources—including torches, lanterns, campfires, lava, and similar sources—reduce or negate its effectiveness by masking the subtle temperature differences it normally detects. Creatures carrying a light source generally rely on ordinary vision instead of infravision until the light is extinguished.


Ultravision (Optional)

Ultravision allows a creature to perceive ultraviolet light naturally present in sunlight, moonlight, and starlight. Even on a moonlit night or beneath an overcast sky, creatures possessing ultravision can often see remarkably well outdoors. It is most useful for night travel, recognizing distant movement across open terrain, tracking beneath moonlight, and recognizing distant movement across open terrain. 

Ultravision functions only where the sky is visible or where ultraviolet light is otherwise present. It provides no benefit underground or within enclosed structures where ultraviolet light is absent. 

Ordinary torches, lanterns, candles, and similar light sources neither improve nor hinder ultravision.

Darkvision (Optional)

Darkvision allows a creature to see in complete darkness without relying upon heat. Within its listed range, darkness is perceived as though it were dimly lit. Objects remain visible but lack fine detail and appear only in shades of gray. Darkvision does not reveal color, not does it improve vision in fog, smoke, magical darkness, or other effects that specifically block sight. Because darkvision is unaffected by heat, it functions normally around fires or lava.

Low-Light Vision (Optional)

Creatures with low-light vision make exceptionally efficient use of even the faintest illumination. Whenever at least a small amount of natural or artificial light is present, they see as though the illumination were one step brighter; that is, dim light appears as bright light and low light appears as dim light.

Low-light vision simply makes existing light go farther. The creature's eyes are exceptionally sensitive, allowing it to make use of illumination that would be insufficient for normal sight. Because it is still seeing visible light, everything appears in full color. A creature with low-light vision can distinguish painted heraldry, identify the color of potions, appreciate artwork, and notice bloodstains just as well as a human standing in bright daylight—provided there is at least some light available.

Low light vision does not provide any benefit in complete darkness.

Supernatural Visual Abilities

The vision types presented above describe the natural means by which creatures perceive the world. Some monsters, magical beings, and enchanted individuals possess additional supernatural forms of sight that transcend normal vision. Abilities such as seeing invisible creatures, perceiving through illusions, viewing the true forms of shapechangers, or seeing through solid objects are not separate vision types, but extraordinary powers granted by magic, divine favor, or other supernatural means. Unless an ability specifically states otherwise, extraordinary vision supplements a creature's normal forms of sight rather than replacing it.


Visibility Conditions

These can occur under any light level.

Shadows are areas receiving little direct illumination, such as the space behind pillars, beneath furniture, in deep alcoves, or at the edge of a light source. Shadows are not a separate light level, but represent locations where concealment is possible despite nearby illumination.

Glare occurs when an exceptionally bright light overwhelms the eyes, making nearby details difficult to distinguish. Direct sunlight, polished mirrors, magical radiance, or intense reflections from water, snow, or ice may produce glare at the referee's discretion.

Smoke scatters and absorbs light, reducing visibility even in brightly illuminated areas. Thin smoke obscures distant objects, while thick smoke may reduce visibility to only a few feet or create conditions equivalent to darkness.

Fog and mist diffuse light, making distant objects appear indistinct or disappear altogether. Even under bright illumination, visibility may be severely limited by dense banks of fog.

Dust, ash, and blowing sand fill the air with countless suspended particles that obscure vision and soften detail. Dense clouds may reduce visibility dramatically until they settle or disperse.

Heavy rainfall reduces visibility by masking distant objects behind a curtain of falling water. Wind-driven rain may further limit sight and make identifying creatures or landmarks difficult.

Dense vegetation (e.g., hanging vines, dense hedges, and closely packed trees0 blocks lines of sight regardless of the available light. Creatures may remain partially or completely obscured behind vegetation even in broad daylight.

Heat distortion (e.g., intense heat from lava, roaring fires, furnaces, or similar sources) creates shimmering air and overpowering thermal radiation. Such conditions may make distant objects difficult to discern and greatly reduce or negate the usefulness of infravision.

Extreme cold reduces temperature differences between surrounding objects, diminishing the contrast upon which infravision depends. Although warm creatures remain visible, subtle heat signatures and environmental details become more difficult to distinguish.

Magical darkness suppresses and absorbs light beyond natural means, creating an area of supernatural blackness. Unless an ability or spell specifically states otherwise, creatures relying on ordinary vision—and often even extraordinary vision—cannot see within it.


A NOTE FOR THE DM: This information is intended to shape exploration, not to impose layers of modifiers. Rather than worrying about precise mechanical penalties, consider what the characters could reasonably perceive under the available illumination. Bright light reveals the world clearly, while dim and low light obscure details, create uncertainty, and leave room for surprise. For example, in lower lighting conditions, describe silhouettes instead of identities, movement instead of certainty, and vague shapes instead of obvious dangers. Used in this manner, light becomes more than a measurement—it becomes a tool for building tension, atmosphere, and prompting meaningful player decisions.

Tuesday, April 28, 2026

House Rule: Sharing Potions

 


Something my players have tried (off and on again) is splitting potions—particularly if many in the party are in need of healing. In furtherance of my BXDMG, I thought I'd go ahead and set out how I intend to handle this from now on...

[The parenthetical note "(see below)" in the last line of the first section is a placeholder for the actual layout of the BXDMG; this section will be followed by the Potion Miscibility rules from RS1 Fang, Faith, and Legerdemain.]

Sharing Potions

In general, it takes the full dose of a potion for its properties to take take full effect. This is especially true when other factors are taken into consideration, like age of the potion and settling of its ingredients. The size of the dose is never in question (it is the full phial, with the exception of ointments and salves which have a prescribed number of applications), only the duration of that dose is to be determined (1d6+1 turns, except where indicated by the potion). Two different characters each imbibing half of a potion might have completely different consequences, except for poison potions, which are always deadly, regardless of how little is imbibed.

When PCs choose to share a potion, roll 1d6 on the following table for each PC to determine the effects of the partial dose on that PC.

  1. Potion has full effect for half duration (1d3 turns + 5 minutes).
  2. Potion has half effect/strength for full duration (1d6+1 turns).
  3. Potion has half effect for half duration.
  4. Potion has no effect; if other portion of dose is consumed within 1d6 rounds of the first portion, there is a 50% chance the potion will have full effect for full duration; otherwise, it still has no effect).
  5. Imbiber must save vs. poison or be nauseated (–1 on all "to hit" rolls and saving throws for 1d6+1 turns) unless the potion is neutralized (neutralize poison); the potion has otherwise no effect.
  6. Imbiber must save vs. poison or die at the end of 1d6+1 turns, unless the potion is neutralized (neutralize poison); ; the potion has otherwise no effect.

Partial doses are subject to the effects of Potion Miscibility (see below), regardless of the result on the table above, for the duration indicated for each result.

Partial Applications of Magical Ointments/Salves/Balms

If a PC attempts to use less than a full prescribed portion of an ointment, salve, or balm, it will have no effect; however, the partial application will "start the clock" on the duration of the ointment, salve, or balm. Should the remainder of the prescribed amount be applied before that duration has expired, it will work as intended, but only for the remainder of the original partial application's duration. 

Coming soon—recharging wands, rods, and other items.

Tuesday, March 24, 2026

Simplifying Magic Resistance for B/X

In furtherance of my new d30 project mentioned in recent posts, I'm working on a demons encounter table. As a fan of Tom Moldvay's approach to creating a clear hierarchy for monsters with different strengths (a la Basic's dragons and many of his creatures in Lords of Creation), I'm attempting something similar as I adapt (and expand) the demons from the various AD&D resources. 

Something B/X doesn't really accommodate in its RAW, but I'm also not willing to fully abandon, is the concept of Magic Resistance as a stat for demons (even at very low levels/Hit Dice). 

Eric Diaz over at the Methods & Madness blog wrote about this a couple of years ago. I agree with Eric that only a few creature types should have this kind of magic resistance, and I do generally like the suggestions he's made for handling this. That being said, neither quite fits my personal style or house rules approach, so here's what I've come up with...

Magic Resistance

Some creatures (most notably demons and other supernatural entities) possess an innate Magic Resistance that disrupts spellcasting around them. When a spell is cast upon such a creature, there is a chance the magic simply fails in its presence.

Essentially, Magic Resistance (MR) permits a “preemptive” Saving Throw for a creature with this trait against magical effects. If the MR check succeeds, the creature ignores completely the spell or effect; if the check fails, the creature is affected normally by the spell or effect.

To resolve Magic Resistance, start with a base target of 10, add the caster’s level, and then subtract the creature’s Magic Resistance rating (typically 1–20) to determine the final number needed on a d20 roll (made by the DM for the creature). If the roll result meets or exceeds this number, the spell or effect fails against the creature, otherwise, the spell or effect affects the creature normally. A spell or effect with a target chance of 1 or less will always fail against the creature and a spell with a target chance or 20 or higher will always succeed.

  • Cast Against/Direct Interaction: MR functions against targeted spells (e.g., charm person, magic missile) and, if successful, negates the spell entirely.
  • Area Effect: If MR succeeds against an area effect, the resistant creature inside the area can ignore the effect entirely, though it affects others around them normally unless they are also magic resistant.
  • Proximity: MR does not affect any spell simply because it is cast nearby; the spell must target or affect the creature directly.
  • Environmental Magic: MR is not effective against indirect magical consequences (e.g., Earthquake causing a ceiling to fall, or a magical charm causing a rock to fall), only the direct energy of the spell.
  • Duration: The resistance is innate, always active, and even applies to beneficial spells (e.g,. even a cure light wounds spell cast against a magic-resistant creature would require a check to see if the spell succeeds, regardless of the wishes of the magic-resistant creature).
  • Ongoing Effects: For spells or effects that persist or repeat (e.g., cloudkill, wall of fire), Magic Resistance is checked once per round of exposure; a successful check negates the effect for that round only.
  • Magic Items: Magic Resistance also applies to spells or spell-like effects produced by magic items (e.g., wands, rods, staves, scrolls). Instead of using caster level, the DM should apply a flat adjustment based on the item’s strength: weak items (e.g., most wands) are treated as +5, intermediate items (e.g., most rods) as +10, and strong items (e.g., staves) as +15.
  • Standard Saving Throws: Even if a Magic Resistance roll fails, the resistant creature is still permitted any standard Saving Throw to avoid or adjust consequences of a spell or effect as prescribed by that particular spell or effect (e.g., if a Magic Resistance roll fails against a hold monster spell, the resistant creature is sill permitted the standard save vs. spells to avoid the effect).

Saturday, February 21, 2026

Silvered Weapons Information

One of my long-term projects is to continue collecting and expanding my house rules into a sort of "BX DMG."  A lot of these were compiled into RS1 Fang, Faith, and Legerdemain (like the manufacture of holy water, arming and disarming traps, and alchemy rules), But there are a lot of cool things I have planned for this future edition (like information for creating campaign-specific pantheons to support thing like this worksheet).

Today's information comes via my home campaign, where they players were a good distance from civilization and found themselves facing a den of werewolves. They realized that they were significantly short on silver ammo and tried to improvise. With a bit of hindsight, it turns out that what I allowed them to accomplish in the field was far from reasonable, even in the context of a game. 

So, to that point, below are my revised house rules for silvered weapons.



SILVERED WEAPONS

In many campaigns, there are creatures may only be harmed by silvered weapons. Although it is ultimately up to the DM to determine which creatures are affected by silvered weapons, these typically include: lycanthropes and other shapechangers, certain demons & devils, a number of undead, and a selection of fey and spirits.

A silvered weapon is one whose striking surfaces have been plated, bonded, or inlaid with sufficient silver to count as “silver” for purposes of overcoming specific creature defenses. 
Silvering a weapon does not make it magical. It merely allows the weapon to strike creatures vulnerable to silver. 

PROFESSIONAL SILVERING

Silvering Normal (Mundane) Weapons
Any normal, non-magical weapon may be silvered, assuming there is access to a properly equipped forge and a qualified smith (a master weaponsmith, silversmith, or white-smith). In small settlements, such equipment and/or expertise may not be available.

Standard professional silvering methods include:

  • silver plating or bonding onto the striking edge
  • silver inlay along cutting surfaces
  • partial surface alloying
  • reinforced edge wrapping
The time and cost required to silver a weapons is based on the weapon’s maximum damage. 

The base cost in silver pieces equals 100 sp (10 gp) × the weapon’s maximum damage. For example, a weapon that deals 1d4 damage (maximum 4) costs 400 sp (40 gp) to silver, while a weapon that deals 1d8 damage (maximum 8) costs 800 sp (80 gp). This cost includes both material and skilled labor. The silver used represents enough precious metal to properly plate or bond the striking surfaces. 

The time required to silver a weapon equals one day per 2 points of maximum damage (rounded up). Work cannot be rushed without risk of failure. Particularly large or complex weapons may require additional time (at the DM’s discretion).

Pre-Silvered Weapons

In larger towns and cities, merchants may occasionally offer weapons that have already been silvered. These are typically produced in small batches for resale rather than commissioned individually.
Pre-silvered weapons are sold at approximately 75% of the normal custom silvering cost. This reduced price reflects simpler workmanship, thinner bonding, or less refined finishing compared to bespoke work ordered from a master smith.

In regions plagued by creatures vulnerable to silver, demand for silvered weapons increases sharply. Prices for both stock and bespoke silvered arms may rise accordingly — sometimes well above the standard rates (2–3× or more) — or, in heavily fortified settlements, modestly decrease if production is common and competition among smiths is strong. Availability should reflect local fear, trade routes, and access to silver.

While fully functional against creatures vulnerable to silver, such weapons may be somewhat less durable than custom-silvered arms at the DM’s discretion (see Limitations of Silvered Weapons, below). Availability is never guaranteed and should depend upon settlement size, trade activity, and local demand.

Silvering Magical Weapons

As a rule, magical weapons resist alteration. The enchantment binds the material in a fixed mystical state. Attempts to silver a magical weapon generally fail unless special research, ritual, or rare alchemical silver is employed.

The DM may allow such work in exceptional cases, but the work should require significant cost (5,000–10,000 gp or more), substantial downtime (1–2 months at a minimum), and a high risk of permanently damaging or diminishing the weapon’s enchantment (50% or greater).

IMPROVISED SILVERING BY PLAYER CHARACTERS

Characters without access to a silvering resource may attempt to silver weapons themselves. Such efforts are not likely to succeed without the proper equipment and expertise.

To work with silver, it must be brought to full melting temperature. A campfire alone is insufficient unless carefully enclosed and fed with sustained airflow. At a minimum, a small clay furnace, charcoal fuel, and improvised bellows (or steady forced air) would be required for silver to reach workable heat; this might make melting silver to a workable state in the field possible, but far from guaranteed. 

At most, and only with the required heat and equipment, the DM may permit the casting of rudimentary silver slings bullets and the forming of silver arrowheads in the field. Additionally, unless the character (or characters) working the silver have any significant expertise, the resulting silver ammunition is incur minor to major penalties to both “to hit” and damage rolls (–1 to –3) due to flaws in the workmanship. 

LIMITATIONS OF SILVERED WEAPONS

Silvered weapons require occasional maintenance to remain effective.

Silver is softer than steel. Even when properly bonded, a silvered weapon is less durable than an untreated steel weapon. Whenever a silvered weapon rolls a natural 1, it takes a significant amount of damage. After 3 such instances, the weapon no longer counts as silvered. It must then be re-silvered to restore its status as silvered.

Even in the absence of such critical fails, any silvered weapon that has seen significant use during a full adventure is considered to have incurred the same amount of damage as a single failed “to hit” roll with that weapon.

Silver ammunition has lower recovery rate than standard ammunition. Assuming the standard recovery rate for ammunition (non-magical sling bullets and arrows) is 50%, the recovery rate for silver ammunition in good enough condition to be used again is 25%. If not recoverable for re-use, there is 50% chance of recovering the raw silver from the lost ammunition (usually 1–2 sp for a silver arrowhead and 4–5 sp for a silver sling bullet 1 sp for a silver arrowhead and 2 sp for a silver sling bullet).




Saturday, January 7, 2023

Now Available! Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain

 

Bring additional dimensions to your classic fantasy gaming! This 64-page book presents players and DMs alike with information to expand the playability and possibilities in their campaigns. It's a cornucopia of information on all aspects of the game including characters, spellcasting, adventures, encounters, monsters and dungeon mastering. This is truly an indispensable resource for the the classic edition Dungeon Master (BX, OSE, LL).

WHAT'S INSIDE...
  • detailed and expanded Ability Score information

  • character background generation

  • dual-axis alignment information, including alignments for all standard B/X monsters

  • detailed language information

  • new cleric options for petitions, manufacture of holy water, and turning based on the Hit Dice of the undead creature

  • new options for demi-humans establishing their own clans, including the acquisition and use of clan artifacts

  • new combat options for fighters

  • new magic-user options for cantrips, point-based spellcasting, manufacture of spell scrolls, and familiars

  • new thief options for finding, disarming, and setting traps

  • a system for creating custom character classes

  • expanded weapon and armor information

  • expanded weapon and armor information

  • full rules for hiring and using henchmen, hirelings, mercenaries, and specialists

  • comprehensive alchemy rules, including descriptions for 64 different potions, and potion miscibility information

  • information about animal training

  • new rules for lore checks, reactions, object saving throws, unarmed combat, invisibility, morale, sanity & madness, the effects of alcohol & drugs, and poison use

  • expanded information to assist with monster encounters, and rules for monsters as tribal spellcasters

  • information about adventuring on the various Planes of Existence

  • details about creation and campaign use of artifacts 

  • And much more!


Paperback has cream interior pages.

Friday, December 23, 2022

Coming early 2023... Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain (a B/X Rules Supplement)

So just about the time we finished editing this earlier this year, I decided I wanted to just fold this into a much larger "B/X DMG" with all kinds of additional stuff (e.g., all the thieves' info from In Alley & Shadow, plus I'm working on information about creating pantheons, clerics establishing orders, how to structure settlements and encounters, etc.—you know, the kind of stuff that is the 1e DMG, just for BX). But that's a meaty bite to chew, especially with the demands of work, life, love, other projects, etc. 

So instead, I'm releasing nearly as originally planned. I say "nearly" because I had originally planned to print it as a saddle stitched book to make the feel of the original B/X rulebooks. However, time conspires, so it will be a perfect bound book instead. I'm waiting on proof copies (will take a couple of weeks), and will look to release it just before my new work semester starts in full force (2nd-3rd week of January). 

Here's the finalized Table of Contents. 






Thursday, July 14, 2022

Coming Soon... In Alley & Shadow (Dragon Horde Zine, Volume II, Issue 2)

 


This has been in the works for a while, and we're in the final round of edits and tweaks. 

Here's a look at the goodness inside...

CHARACTER INFORMATION 
  • New Character Class: Spy
  • New Character Class: Varlet 
  • d30 Alias Characteristics 
  • New Magic-user Spells: Spells of Stealth & Subterfuge
  • New Cleric Spells: Spells of Truth & Revelation
  • House Rule: Thieves’ Ability to Find/Disarm Traps
  • House Rule: Setting & Resetting Traps
EQUIPMENT
  • Spy Equipment
  • Chains, Keys, Locks, and Manacles
THE ADVENTURE
  • A Detailed Look at Locks
  • Clandestine Communication: A Guide to Ciphers, Symbols, Codes, and Cants
DM INFORMATION
  • A Basic Guide to Thieves’ Guilds
  • d30 Thieves’ Guild Names
  • d30 Thieves’ Guild Events
  • Assassins’ Fees
  • Spy Missions 
  • Crime & Punishment
  • Building Better Bandit Encounters 48
  • d30 Bandit Lair Locations
NEW ADVENTURE
  • The Tomb of 13 Thieves: An adventure for 5–7 characters of 3rd–5th level
MAGIC ITEMS
  • Designed for Deception
NEW PETTY GODS
  • Patrons of Trickery & Treachery

Monday, August 9, 2021

Free B/X House Rule Download: Astrological Adjustments

One of the things I really appreciate about Welbo as an editor is that he always questions the usefulness of anything that I look at including into a book, especially rules-driven things (like the upcoming Fang, Faith, and Legerdemain rules supplement). Such is today's PDF download—a house rule for Astrological Adjustments for your classic tabletop roleplaying. 

It's not secret that many of us are enamored with Bruce Galloway's The Highest Level of All Fantasy Wargaming. What sold me on buying it from my local B. Dalton's in 1982 was that it included astrological adjustments for ability scores. "What a concept!" I thought to myself. 

Though I've never used in my D&D gaming, I always intended to. Which is why I was looking at including it in Fang, Faith, and Legerdemain. But, thanks to Welbo, I realized it was just fluff—a page in the book I could use for something truthfully more useful. (Still working on what that is, but it's looking like it's going to be Character Background stuff.) 

Anyway, so it doesn't go to waste, here it is for your downloading pleasure!
CLICK HERE TO DOWNLOAD THIS PDF.


Monday, June 28, 2021

B/X Thieves Guild Info — Guild Organization

This is the 5th of my posts for a B/X thieves’ guild reference I'm working on. Today is a long one, with the entire section for Guild Organization (minus the section on Association with Other Guilds that I posted the other day.

Guild Organization

Guild Structure

There is no single structure which all thieves’ guilds will follow. There are major models to which the majority of thieves’ guilds will ascribe, but they are certainly not limited to the ones that follow.

Centralist. A guild organized by this principle is characterized by a powerful and dominant leader with whom the loyalty of the entire organization lies. All decisions ultimately lie in the hands of the guildmaster. In this structure, the identity of the guildmaster is almost always known to all members. 

Cohesive. The cohesive guild structure is characterized by a central authority and organization, with room for senior leadership (under the guildmaster) to make some important decisions on their own. It is possible that a this type of guild uses a “blind ladder” where the identity of the “higher ups” are not known to lower level guild members, and orders “trickle down” from above.

Factioned. A factioned guild operates as a central body, but dominant figures within the guild maintain ownership of certain aspects of guild operations. They act under their own discretion in those areas, and try not to intrude on the affairs of aspects under the ownership of other guild figures. These factions are sometimes referred to as “sects.”

Guild Leadership

Guild leadership will vary based on guild structure. Following are the most common models for guild leadership.

Guildmaster. This is, by far, the most common form of leadership. This responsibility generally falls to the highest level thief in the guild. Centralist organizations are predominantly led by a guildmaster.

Council. In this model, guild leadership is in the hands of a select number of individuals who, when necessary, replace or expand its members from the senior ranks of the guild. Council leadership is common in cohesive and factioned structures. 

Democracy. Though this type of leadership is rare in thieves’ guilds, it is not unheard of. Democratic guild elections are typically plagued by bribery, corruption, and all manner of fixing and election rigging.  

The Guildhouse

There are four important considerations common to the guildhouse (or guildhall) for almost every thieves’s guild.

Location/Cover. It is of utmost importance that the location of the guildhouse remain secret to non-guildmembers. A small guild may need no more than a backroom somewhere, but larger guilds will need something far larger and more strongly protected.

Contents. The contents of a guildhouse will vary based on the physical needs of the guild. For example, guilds operating a substantial forgery or alchemy rackets will need facilities and equipment dedicated to those concerns, in addition to standard needs (like meeting rooms, lodging, etc.).

Protection. A guildhouse will almost always have guards on duty (and the ability to summon more quickly), as well as plenty of locks (to which only members have keys), traps, and other forms of protection (guard dogs/monsters, magical wards, etc.).

Attitude toward Non-guildmember Thieves

The guild will definitely have an opinion on non-guildmembers operating in its territories. This may be scripted or determined by a 2d6 roll on the table below.

Membership Terms

Membership terms may vary from guild to guild. The following terms are meant only as a guideline.

Recruitment & Resignation. Wether or a not a thief is required to join the guild operating in a specific area will depend on the guild’s view of non-guildmember thieves (as above). Recruitment, therefore, will vary from simple to solicitation to downright violence. Resigning from a guild is not usually an option, as it means the guild’s secrets go along with the former member. Guildmembers seeking to sever their ties with a guild may need to use deception to do so (e.g., faking their own death). Membership in multiple guilds is particularly frowned upon. 

Tithing. The standard tithing for a member (regardless of level) is 50sp/month, plus a 10% take for jobs approved in advance by the guild or 20% for those not approved ahead of time by the guild. If the guildmember goes 3 months without pulling a job, the tithing requirement increases to 100sp/month.

Secrecy. This is equally important as tithing, usually requiring an oath of loyalty. If the oath is broken, punishment will vary based on the attitudes of guild leadership, and may be as extreme as death.

Information. Guildmembers are expected to provide the guild with information about their own plans. They are also expected to gather and feed general information back to the guild that may help in other endeavors. The latter will help assure the guildmember remains in good stand with the guild. 

Other Limitations & Expectations. Guildmembers will be given explicit instructions relating to the territories in which they may operate and the activities in which they may engage. They may also be expected to do legwork for upcoming jobs or participate in other guild activities and rackets. Additionally, traveling thieves (e.g., those that spend the majority of their time adventuring) are expected to remain members of the guild, and are not permitted to become Guildmaster.


Sunday, June 27, 2021

B/X Thieves Guild Info — Services

This is the 4th of my posts for a B/X thieves’ guild reference I'm working on. Today, the services available to members...


Services

General Services

The following services will be available in most thieves’ guilds, regardless of the size of the settlement where it is based. Unless otherwise specified, these services are not available to non-guildmembers.

Repair & Replacement of Thieves’ Tools. Repair is free and takes 1d3 days. New tools are available at standard pricing (25gp). Specialty tools (with a singular purpose) are available for purchase for 50gp or rental at 10gp per day (paid in advance, with the balance refunded upon their return).

Money Changing. Conversion of one type of coin into another (e.g., platinum to gold) is free.

Gem & Jewel Assessment. This service costs 1gp per item assessed.

Fencing/Black Market. This involves the movement of stolen goods through a middleman to an unsuspecting third party. Guild members generally receive 50% of the price the fence believes he can get when selling the stolen merchandise. The guild and fence split the profits at a negotiated rate. If this service is available to non-guildmembers, they will receive as little as 25% (or less). 

Lockpicking Assistance. Guild members may bring in a locked item which they were unable to open and receive assistance from more-skilled guild members. There is generally no fee for such assistance, but a thief who successfully picks the lock may require a favor in return.

Knowledge/Information. The thieves guild is a wealth of knowledge for its members, particularly in regards to planning jobs (e.g., information about a mark, the weaknesses of a location, the most opportune time to strike, etc.). Information is usually shared freely between members, and may be made as a Lore Check to determine how much or little any member knows about the question being asked. It should be noted that 

Location & Procurement. One of the main benefits of guild membership is help in locating assistance, support, people, and goods. This includes, but is not limited to: henchmen and hirelings, sages, cartographers (including map analysis & consultation), transportation, accommodation, equipment, and illegal and illicit goods, including poisons. There is no guarantee that what the guild member is searching for will be close or cheap.

Safe Houses. Safe houses are locations which provides thieves protection from capture. In every community, there will be a number of buildings assigned as safe houses—locations where a thief can lay low until the heat is off. The use of a safe house is free for guild members. Non-guildmembers will not be allowed in a safe house unless accompanied by a guild member, but there is no guarantee they will be allowed in to a safe house that is being attended by guild members.

Legal Help. Should a thief become entangled with the law (have a bounty placed on their head, get arrested, etc.), the guild may be able to provide legal help. This most often involves bribes or the calling in of favors. The costs of bribes will, in one form or another, be passed on the member in need of assistance.

Specialized Services

The following services may or may not be available from the thieves’ guild. Additionally, specialized services (like forgery and translation) require the engagement of a retainer with expertise in that area. If the guild does not have the relevant specialist (or specialists) in their employ, they may be able to refer the guild member to the specialist. In such cases, the fees outlined below do not apply, and the guild member must negotiate directly with the specialist.   

Forgery. The creation of false documents (identification papers, licenses, forms, etc.) is the domain of the forger. The forger is a specialist that usually works independently of the guild, unless the guild operates a forgery racket (see “Thieves’ Guild Activities (Rackets),” below). The cost of a forgery varies, but guild members will usually receive a discount.

Magic Item Identification. Unless the guild employs a magic-user who knows the spell identify, the identification magic item is based on experience and intuition, and is not foolproof. The cost for identifying a magic weapons is 10gp and the cost of identifying a miscellaneous magic item is 25gp. 

Magic Item Exchange. Only minor items may be exchanged. 

Scroll Exchange. This service is only permitted to thieves of a level high enough to read magic. The rate of exchange is based on the level of the spell on the scroll (as a spell for hire).

Language Translation. The cost and time required for this varies based on the obscurity of the language and the length of the sample being translated.